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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/lib/CCreatureSet.cpp
DjWarmonger bfe266a377 Moved battle effects to bonus system. May be buggy.
Moved creature damage to bonus system, simplified its handling. Some changes and tweaks.

Support for Adela's bless.
2010-08-30 18:06:17 +00:00

284 lines
6.5 KiB
C++

#define VCMI_DLL
#include "CCreatureSet.h"
#include "../hch/CCreatureHandler.h"
#include "VCMI_Lib.h"
#include <assert.h>
#include "../hch/CObjectHandler.h"
#include "IGameCallback.h"
#include "CGameState.h"
#include "../hch/CGeneralTextHandler.h"
const CStackInstance CCreatureSet::operator[](TSlot slot) const
{
TSlots::const_iterator i = slots.find(slot);
if (i != slots.end())
return i->second;
else
throw std::string("That slot is empty!");
}
const CCreature* CCreatureSet::getCreature(TSlot slot) const /*workaround of map issue */
{
TSlots::const_iterator i = slots.find(slot);
if (i != slots.end())
return i->second.type;
else
return NULL;
}
bool CCreatureSet::setCreature(TSlot slot, TCreature type, TQuantity quantity) /*slots 0 to 6 */
{
slots[slot] = CStackInstance(type, quantity); //brutal force
if (quantity == 0)
slots.erase(slot);
if (slots.size() > ARMY_SIZE)
return false;
else
return true;
}
TSlot CCreatureSet::getSlotFor(TCreature creature, ui32 slotsAmount/*=7*/) const /*returns -1 if no slot available */
{
for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i)
{
if(i->second.type->idNumber == creature)
{
return i->first; //if there is already such creature we return its slot id
}
}
for(ui32 i=0; i<slotsAmount; i++)
{
if(slots.find(i) == slots.end())
{
return i; //return first free slot
}
}
return -1; //no slot available
}
int CCreatureSet::getAmount(TSlot slot) const
{
TSlots::const_iterator i = slots.find(slot);
if (i != slots.end())
return i->second.count;
else
return 0; //TODO? consider issuing a warning
}
bool CCreatureSet::mergableStacks(std::pair<TSlot, TSlot> &out, TSlot preferable /*= -1*/) const /*looks for two same stacks, returns slot positions */
{
//try to match creature to our preferred stack
if(preferable >= 0 && vstd::contains(slots, preferable))
{
const CCreature *cr = slots.find(preferable)->second.type;
for(TSlots::const_iterator j=slots.begin(); j!=slots.end(); ++j)
{
if(cr == j->second.type && j->first != preferable)
{
out.first = preferable;
out.second = j->first;
return true;
}
}
}
for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i)
{
for(TSlots::const_iterator j=slots.begin(); j!=slots.end(); ++j)
{
if(i->second.type == j->second.type && i->first != j->first)
{
out.first = i->first;
out.second = j->first;
return true;
}
}
}
return false;
}
void CCreatureSet::sweep()
{
for(TSlots::iterator i=slots.begin(); i!=slots.end(); ++i)
{
if(!i->second.count)
{
slots.erase(i);
sweep();
break;
}
}
}
void CCreatureSet::addToSlot(TSlot slot, TCreature cre, TQuantity count, bool allowMerging/* = true*/)
{
assert(slot >= 0);
const CCreature *c = VLC->creh->creatures[cre];
assert(!vstd::contains(slots, slot) || slots[slot].type == c && allowMerging); //that slot was empty or contained same type creature
slots[slot].type = c;
slots[slot].count += count;
//TODO
const CArmedInstance *armedObj = dynamic_cast<const CArmedInstance *>(this);
if(armedObj && !slots[slot].armyObj)
slots[slot].armyObj = armedObj;
}
void CCreatureSet::addToSlot(TSlot slot, const CStackInstance &stack, bool allowMerging/* = true*/)
{
assert(stack.type == VLC->creh->creatures[stack.type->idNumber]);
addToSlot(slot, stack.type->idNumber, stack.count, allowMerging );
}
bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const
{
for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i)
{
bool isRand = (i->second.idRand != -1);
if(!isRand)
{
assert(i->second.type);
assert(i->second.type == VLC->creh->creatures[i->second.type->idNumber]);
}
else
assert(allowUnrandomized);
}
return true;
}
bool CCreatureSet::slotEmpty(TSlot slot) const
{
return !vstd::contains(slots, slot);
}
bool CCreatureSet::needsLastStack() const
{
return false;
}
int CCreatureSet::getArmyStrength() const
{
int ret = 0;
for(TSlots::const_iterator i = slots.begin(); i != slots.end(); i++)
ret += i->second.type->AIValue * i->second.count;
return ret;
}
ui64 CCreatureSet::getPower (TSlot slot) const
{
return getCreature(slot)->AIValue * getAmount(slot);
}
std::string CCreatureSet::getRoughAmount (TSlot slot) const
{
return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(getAmount(slot))];
}
int CCreatureSet::stacksCount() const
{
return slots.size();
}
void CCreatureSet::addStack(TSlot slot, const CStackInstance &stack)
{
addToSlot(slot, stack, false);
}
void CCreatureSet::setFormation(bool tight)
{
formation = tight;
}
void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
{
assert(vstd::contains(slots, slot));
assert(count > 0);
slots[slot].count = count;
}
void CCreatureSet::clear()
{
slots.clear();
}
const CStackInstance& CCreatureSet::getStack(TSlot slot) const
{
assert(vstd::contains(slots, slot));
return slots.find(slot)->second;
}
void CCreatureSet::eraseStack(TSlot slot)
{
assert(vstd::contains(slots, slot));
slots.erase(slot);
}
bool CCreatureSet::contains(const CStackInstance *stack) const
{
if(!stack)
return false;
for(TSlots::const_iterator i = slots.begin(); i != slots.end(); ++i)
if(&i->second == stack)
return true;
return false;
}
CStackInstance::CStackInstance()
{
init();
}
CStackInstance::CStackInstance(TCreature id, TQuantity Count, const CArmedInstance *ArmyObj)
{
init();
setType(id);
count = Count;
armyObj = ArmyObj;
}
CStackInstance::CStackInstance(const CCreature *cre, TQuantity Count)
{
init();
type = cre;
count = Count;
}
void CStackInstance::init()
{
experience = 0;
count = 0;
type = NULL;
idRand = -1;
armyObj = NULL;
nodeType = STACK;
}
int CStackInstance::getQuantityID() const
{
return CCreature::getQuantityID(count);
}
void CStackInstance::setType(int creID)
{
type = VLC->creh->creatures[creID];
}
void CStackInstance::getParents(TCNodes &out, const CBonusSystemNode *source /*= NULL*/) const
{
out.insert(type);
if(source && source != this) //we should be root, if not - do not inherit anything
return;
if(armyObj)
out.insert(armyObj);
else
out.insert(&IObjectInterface::cb->gameState()->globalEffects);
}
std::string CStackInstance::getQuantityTXT(bool capitalized /*= true*/) const
{
return VLC->generaltexth->arraytxt[174 + getQuantityID()*3 + 2 - capitalized];
}